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The Scottish Usability Lab at

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Theoretical model currently in press (Joyner & TerKeurst, 2004) ... Japanese best practice in digital game development,' J. TerKeurst et al., 2002 ' ... – PowerPoint PPT presentation

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Title: The Scottish Usability Lab at


1
SOUL
  • The Scottish Usability Lab at
  • IC CAVE
  • University of Abertay Dundee
  • www.iccave.org
  • info_at_iccave.org

2
Who are we? What do we do?
  • IC CAVE launched 2000
  • ERDF, SHEFC, Dundee City Council SET
  • University research centre dedicated to computer
    games and virtual entertainment
  • Multidisciplinary team
  • E-learning games and web applications
  • SOUL launched 2003 funded by ESEP European Social
    Economic Partnership
  • Assist and benefit our industries not compete
    with them

3
Wheres the demand?
  • Games companies concentrated around Eastern
    Scotland
  • Localisation of games from other territories
  • Charities
  • Learning centres
  • Academics wanting to develop software
  • Anyone who needs support and a strong partner for
    a grant application

4
Why the demand?
  • Know thy users for they are not you (HFI,
    Inc.)
  • Different territories different preferences
  • Understand preferences understand market
  • Understand market appeal to that market
  • Usability allows developers to view game from
    real users perspective
  • Avoid costly mistakes and delays
  • Maximise gameplay and appeal

www.humanfactors.com
5
Concept Game Usability
  • Theoretical model currently in press (Joyner
    TerKeurst, 2004)
  • Focuses on a players motivation to play games
  • Game playing as need fulfilment
  • Enables understanding of play preferences
    market
  • Please contact me for more information
  • L.joyner_at_abertay.ac.uk

6
Services
  • Concept/idea Focus groups, advice on design
  • Alpha/beta User observation analysis, focus
    groups, questionnaires, gaze analysis
  • Final product User observation analysis,
    questionnaires gaze analysis to establish
    benchmark

7
Further reading
  • Literature available from IC CAVE
  • SOUL IC CAVE brochures
  • Different strokes, A. Heavens, Edge, Feb 2004
  • Creativity is not enough Global best practice
    in digital game publishing, J. TerKeurst (Ed.),
    2003
  • Games are like fruit Japanese best practice in
    digital game development, J. TerKeurst et al.,
    2002
  • Mobilising entertainment content North American
    best practice in mobile entertainment, J.
    TerKeurst (Ed.), 2002
  • For literature and more information please
    contact
  • l.joyner_at_abertay.ac.uk
  • info_at_iccave.org
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